Lancers, Scurrgs and Z95s anyone?
Has anyone flown these lately? Please share...
Lancers, Scurrgs and Z95s anyone?
Has anyone flown these lately? Please share...
I want to like lancers but i cant. Imo you can prob take 1 or 2 as a random **** bomber group while the fighter fight happens but def not 2400 levels of spam
Z95s and Blount yes. Nym yes. All for gimmick or niche fleets. Not some thing I ppl at for a tourney
Lancers, Ketsu, scurggs no.
I've got 2 lancers in a goofy list I'm going to run at a couple store tourneys soon. My biggest gripe is still paying 15 points for 4 hull. Seems like that could go south fast. I also wanna find points for Ketsu who seems a much more reliable bomber without BCC.
I'll letcha know how it goes next week!
Lancers are the only one I don't find particularly viable in competitive play. Scurrgs aren't too bad and Zs are cheap enough with large potential damage.
Kinda want to see what kind of silly jsnk you could accomplish with a toyrn Farr + BCC supported Nym
Can also imagine fighter-follow-me SCURRG being neat
I like Scurrgs a lot. Haven't done any more than dabble in heavy non-Rogue lists since the FAQ, but I used to take them with Yavaris in place of B-Wings.
As for Lancers, I've been giving Ketsu a second try lately and she's been doing... alright. She's always good... just not necessarily 22 points worth of good. Hera/Tycho/Shara/Ketsu is a ball that's on my to-try list.
I'm not in any way keen on the four hull generic Lancers with all the two-dice flak and Gunnery Teams around, though; and I already wasn't keen on them in the first place.
Have used Lancers and use to find them ok. But with all the scatter aces and defenders around these days they only have to look at them and they die.
46 minutes ago, ficklegreendice said:Kinda want to see what kind of silly jsnk you could accomplish with a toyrn Farr + BCC supported Nym
Can also imagine fighter-follow-me SCURRG being neat
Thats exactly what i played with also a yavaris, those scurrgs melted the ISD in 1.5 turns and then the second ISD in a similar timeframe... I had Ketsu also, very pleased with the results... Just flew a little too close at the end, and Cymoon gunnery team rolled hot and wrecked my yavaris and (damageless) pelta in one turn for mutual tabling...
No.
Triple Scurrgs (one as Nym) push out a really tough amount of damage for minimal activations as a primary bomber force. Have Adar bring Nym back (and lead off with him), and every other game a large ship's day is ruined with no brace and two arcs worth of shields down.
Plus, no need for b-wing speed gimmicks to pull off attacks.
Scurrgs and Jan can be a thorny problem against Shara/Tycho defense - the combo of grit + intel makes them impossible to pin down.
I think Lancers really only work in one way: two or three max, spreading the board. Since it takes two squadrons to keep them from moving, having them spread out can help you force your opponent's squadrons away from where they would want them. As rogue bombers, they are a threat that can't be ignored.
I've also found that they are best held back until any enemy ships are going to prefer shooting at your ships rather than the Lancer. They whither really fast, and so you can help them out quite a bit by not putting them into a threatened area until they are a smaller threat than your ships.
This will sound antithetical, but I think they might be good for slowing down Sloane. Sloane likes going after squadron clusters, and you can probably force her squadron ball to commit to one side of the battle over the other. You just have to recognize that the targeted Lancer is going to die super fast.
z-95's are pretty point efficient as long as you have escorts, yt 1300's backed up with a curtain of red dice are pretty nice.
Scurrgs can tie down a lot more with their grit. They have less antifighter ability, which means you are going to have to be clever with positioning and flak, but 6 hull for 16 vs 5 hull for 14, and requiring two fighters to tie down vs one, is sort of really great in some situations. And then that speed three-- yum.
Edited by CommanderBurnham
2 X-Wings escorting 2 headhunters has worked well for me as a minimal fighter screen with some A-Wings for long range interception. As long as they stick together they're not too easy to chew through and the headhunters are always going to get their re-rolls because the X-Wings engage first. Focus the headhunters on normal squads over aces generally.
Scurrgs are faster B-Wings which can't dogfight, but I find the speed invaluable. Slipping one in on the flank of your Y-Wings is an OK use of the points, particularly if Torryn is about.
I find a single Lancer is handy in my fleet. It can bomb a little, dogfight a little and is a speed 4 rogue so any time I reduce a ship or squadron to 1 health there's a fair chance the Lancer can fly in and finish the job. It's not entirely reliable, but it's a better chance than not having it. It's all about the flexibility.
I like scurrgs, but in normal 400pt fleets i cant make myself pay the points to bring one.
Edited by DrakonLordWith Yavaris Nerf and fewer fleet squadron values from fewer flotillas, the better activation efficiency and speed of Scurrgs is a big factor now.
Lancers are great at 500 points. The extra 33 points is great to tack on 2 Lancers on top of your 134 points.
I like Lancers
Rogue
Bomber
Black Dice
speed 4
pretty good deal for 15
you lose a hull point compared to an X Wing sure. They're more specialized bombers as opposed to the X Wings generalist stance
I haven't tried Scurrg yet though they are on the list
Z95s have become a favorite lately. Their dice is swingy sure. I somehow have done real well with them especially vs generic TIE variants and Mandos. I can't throw blue dice for my life, give me red dice then things get interesting
what about e wings? I'm curious if they have any use, whether generic or the rogue. Either way they seem way to expensive to me, except as a way to deal with counter and scalpel out targets, but it just seems really niche.
About E-wings... It is indeed kind of niche, but the fact that they have bomber helps them a little to serve multipurpose...
I hadn't noticed that you asked about z95's also. With bloute they're amazing, 3 escorts and then 5/6 of them (including bloute) is fantastic.
Z95's complement X-Wings in a small group, especially if you have spare squadron command value (say, from assault frigates or MC80H). 3 X-wings and 3 Z-95's makes a nice SFC with a bit of extra deployment help. But with Raddus around, I prefer the mobility of A-Wings now.
In a large group, with no way to control the red dice, they just aren't reliable enough in the ship attack role to be worthwhile for me.
Lancers: Generics pretty much never, and that's as a long-standing Rebel player who will literally try to find a way to make anything work. They lose an awful lot vis-a-vis the YT2400 for that 1 point in cost to be worth it. So either the cost needed to come down or they needed something more to make them worth it at 15 points. One wonders if they had two blue dice instead of a single black if that wouldn't give them a kind of niche. I've tried Ketsu a few times in the past, but I haven't found the list where I really like her. You really want to slow down an entire squadron wing that Intel is freeing up to hit your ships, but then you need to be able to win the straight up squadron fight at that point, and there are simply better and more reliable ways to do that. The tokens, double blue bomber dice, and speed are nice, but again, the unit feels like it either needs a bit cheaper cost or a bit more pop against other units. One wonders if the generic couldn't have two blues like Ketsu, and Ketsu couldn't go to 4 AS in much the same way that Bobba Fett goes to 4 blue instead of the 3 that the generic has. But of course, none of these changes or any other changes will happen, so I don't think we'll see much of Lancers.
Scurrgs: You get a more specialized and durable unit vis-a-vis the B-wing. So you really want your other squadrons to handle your anti-squadron, and then the Scurrgs bomb. The extra speed matters. They definitely have a place. One of my friends ran them for a long time and made them work spectacularly.
Z-95: I've seen a lot of use as cheap placement. If you've got the core of your squadron set-up down, then adding 1-4 Z-95 at the end can sometimes take you to 10 squads and generate another deployment. And when there are bigger and more powerful squads to worry about, it forces an interesting choice in taking out a 7 point unit reliably, or going after the more important aces while acknowledging that several Z95 are going to hit you and wear out your defense tokens, not to mention the possibility of a big damage spike off of them.
E-Wings definitely have a use. Corran is probably the easiest to use because his Snipe is 4 and the Rogue can really help him activate. There are also some fun tricks by activating him from a ship and then using Adar Tallon on him. That's been pretty well reported on the forums. I've tried 3-4 E-wings on multiple occasions, but they are tough to get working right. What you want is to be able to snipe out Intel and lock out the opponent's squads, but you are almost better off setting up only two E-wings, and then being able to Yavaris double-tap them. Otherwise, you can run into problems where you spent all your squads on an activation trying to punch out the Intel, or where you didn't have enough on the shots to take care of the Intel. Plenty of people have reported using A-wings with them, with the idea that you punch out the Intel and then leave the opponent all locked up and eating A-wing counters. In short, they have a role, but they are harder to use directly.
A z95 swarm can be more effective than a tie swarm. Their alpha strike potential can hit like a truck againsts both ships or squadrons. And their downsides are they are just slower tie fighters. Haven't played against lancers or scurgs.